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<blockquote data-quote="Neurotic" data-source="post: 6839175" data-attributes="member: 24380"><p>Agreed. But the trend starts somewhere. How about this (situation that one group found itself in): </p><p>- the village, doomed to be destroyed due to some demon pact they reneged on.</p><p>- the child, mortally sick (it will die within days)</p><p>- the demon, coming for the village, but talks the PCs, offering to spare the village for the soul of the innocent</p><p>- the players, good party (ALL good, no neutral or evil) - talk to the demon, consider saving the village by killing it, but deemed too weak (think 3rd level vs 10HD demon)</p><p>- they could leave the village to their doom they brought upon themselves</p><p>- they could kill the child (evil act), but they save it from hell (it dies innocent outside of the pact reaping) (good act)</p><p>- or they could accept demon offer and give the child to it of their own free will</p><p></p><p>They did the last and got demons support for the next several levels. Single act, single decision. Most evil of all evils they could commit. (admittedly, there really was no good way out of this, but only one was instant alignment change) - even good priest went with child sacrifice.</p><p></p><p></p><p></p><p>They were "honestly" swindled by inattention. If they want it back, they could do good thing and negotiate. Stealing it back, no problem. Getting found out, still no problem. Resisting arrest ... border line unlawful...killing the innocents...evil. And you cannot pull, I got blinded by rage argument on planned heist.</p><p></p><p></p><p>That is why I prefer GURPS <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But if I play D&D I think long and hard about alignment and use it as a guideline for all actions - guideline, I know to step over the line in the interest of party cohesion, more interesting RP etc...Yes, of course, each discussion on this boards is personal opinion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Now we're getting into why the alignment system isn't perfect The point of the change is that in D&D good, evil, law and chaos are measurable and known quantities. It affects how priests cast, how various cultists / paladins / leaders etc react to you - yes, that is perfectly legal "fiat" vibe. It affects your abilities and templates (if any)...it is mechanical as much as RP change. Most groups ignore the alignment, but if used "by the book" it can be good adventure hook.</p></blockquote><p></p>
[QUOTE="Neurotic, post: 6839175, member: 24380"] Agreed. But the trend starts somewhere. How about this (situation that one group found itself in): - the village, doomed to be destroyed due to some demon pact they reneged on. - the child, mortally sick (it will die within days) - the demon, coming for the village, but talks the PCs, offering to spare the village for the soul of the innocent - the players, good party (ALL good, no neutral or evil) - talk to the demon, consider saving the village by killing it, but deemed too weak (think 3rd level vs 10HD demon) - they could leave the village to their doom they brought upon themselves - they could kill the child (evil act), but they save it from hell (it dies innocent outside of the pact reaping) (good act) - or they could accept demon offer and give the child to it of their own free will They did the last and got demons support for the next several levels. Single act, single decision. Most evil of all evils they could commit. (admittedly, there really was no good way out of this, but only one was instant alignment change) - even good priest went with child sacrifice. They were "honestly" swindled by inattention. If they want it back, they could do good thing and negotiate. Stealing it back, no problem. Getting found out, still no problem. Resisting arrest ... border line unlawful...killing the innocents...evil. And you cannot pull, I got blinded by rage argument on planned heist. That is why I prefer GURPS :) But if I play D&D I think long and hard about alignment and use it as a guideline for all actions - guideline, I know to step over the line in the interest of party cohesion, more interesting RP etc...Yes, of course, each discussion on this boards is personal opinion. :) Now we're getting into why the alignment system isn't perfect The point of the change is that in D&D good, evil, law and chaos are measurable and known quantities. It affects how priests cast, how various cultists / paladins / leaders etc react to you - yes, that is perfectly legal "fiat" vibe. It affects your abilities and templates (if any)...it is mechanical as much as RP change. Most groups ignore the alignment, but if used "by the book" it can be good adventure hook. [/QUOTE]
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